What can't you do?
I can't make characters ragdoll temporarily, and I can't make something ragdoll with the bones still applying forces to flail around as an active ragdoll either.
Half Life Alyx has "AnimEvents" for this which are set in modeldoc:
How would you like it to work?
I'd love to see that system ported over either directly or more usably, like in the form of an animgraph node/nodes that can be easily transitioned to and out of.
I think the system involves checking which direction NPCs should get up from in animgraph somewhere, not entirely sure how it works but all headcrabs use it in Half Life Alyx.
What have you tried?
Looking for the related features in modeldoc and not finding them.
Additional context
I'm trying to use this system for enemies, knocking them out/down and them getting back up after some time.
What can't you do? I can't make characters ragdoll temporarily, and I can't make something ragdoll with the bones still applying forces to flail around as an active ragdoll either. Half Life Alyx has "AnimEvents" for this which are set in modeldoc:
How would you like it to work? I'd love to see that system ported over either directly or more usably, like in the form of an animgraph node/nodes that can be easily transitioned to and out of. I think the system involves checking which direction NPCs should get up from in animgraph somewhere, not entirely sure how it works but all headcrabs use it in Half Life Alyx.
What have you tried? Looking for the related features in modeldoc and not finding them.
Additional context I'm trying to use this system for enemies, knocking them out/down and them getting back up after some time.